*Massive cleanup (\n\n -> \n, *\n -> \n, cleanup for(...) to for (...), and some other cleanups by hand)
*Fix a possible crash in Spell::DoAllEffectOnTarget --HG-- branch : trunk
This commit is contained in:
@@ -17,16 +17,12 @@
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef TRINITY_CELLIMPL_H
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#define TRINITY_CELLIMPL_H
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#include <cmath>
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#include "Cell.h"
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#include "Map.h"
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#include "Object.h"
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inline Cell::Cell(CellPair const& p)
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{
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data.Part.grid_x = p.x_coord / MAX_NUMBER_OF_CELLS;
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@@ -36,7 +32,6 @@ inline Cell::Cell(CellPair const& p)
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data.Part.nocreate = 0;
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data.Part.reserved = 0;
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}
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template<class LOCK_TYPE,class T, class CONTAINER>
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inline void
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Cell::Visit(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &visitor, Map &m) const
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@@ -44,19 +39,16 @@ Cell::Visit(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &vi
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const CellPair &standing_cell = l.i_cellPair;
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if (standing_cell.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || standing_cell.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP)
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return;
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uint16 district = (District)this->data.Part.reserved;
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if(district == CENTER_DISTRICT)
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{
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m.Visit(l, visitor);
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return;
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}
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// set up the cell range based on the district
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// the overloaded operators handle range checking
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CellPair begin_cell = standing_cell;
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CellPair end_cell = standing_cell;
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switch( district )
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{
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case ALL_DISTRICT:
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@@ -117,7 +109,6 @@ Cell::Visit(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &vi
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break;
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}
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}
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// loop the cell range
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for(uint32 x = begin_cell.x_coord; x <= end_cell.x_coord; x++)
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{
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@@ -131,7 +122,6 @@ Cell::Visit(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &vi
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}
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}
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}
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template<class LOCK_TYPE,class T, class CONTAINER>
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inline void
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Cell::Visit(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &visitor, Map &m, float radius, float x_off, float y_off) const
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@@ -139,9 +129,7 @@ Cell::Visit(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &vi
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const CellPair &standing_cell = l.i_cellPair;
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if (standing_cell.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || standing_cell.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP)
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return;
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int left = 0, right = 0, upper = 0, lower = 0;
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// Origin = (CENTER_GRID_CELL_OFFSET, CENTER_GRID_CELL_OFFSET)
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if(CENTER_GRID_CELL_OFFSET - x_off < radius)
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++right;
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@@ -151,21 +139,17 @@ Cell::Visit(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &vi
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++upper;
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if(CENTER_GRID_CELL_OFFSET + y_off < radius)
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++lower;
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if(!left && !right && !upper && !lower)
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{
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m.Visit(l, visitor);
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return;
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}
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CellPair begin_cell = standing_cell;
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CellPair end_cell = standing_cell;
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begin_cell << left; //note: need change << if left > 1
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begin_cell -= lower;
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end_cell >> right;
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end_cell += upper;
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// loop the cell range
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for(uint32 x = begin_cell.x_coord; x <= end_cell.x_coord; x++)
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{
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@@ -179,20 +163,16 @@ Cell::Visit(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &vi
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}
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}
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}
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inline int CellHelper(const float radius)
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{
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if(radius < 1.0f)
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return 0;
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return (int)ceilf(radius/SIZE_OF_GRID_CELL);
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}
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inline CellArea Cell::CalculateCellArea(const WorldObject &obj, float radius)
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{
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if(radius <= 0.0f)
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return CellArea();
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//we should increase search radius by object's radius, otherwise
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//we could have problems with huge creatures, which won't attack nearest players etc
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radius += obj.GetObjectSize();
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@@ -200,23 +180,18 @@ inline CellArea Cell::CalculateCellArea(const WorldObject &obj, float radius)
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//TODO: add more correct/generic method for this task
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const float x_offset = (obj.GetPositionX() - CENTER_GRID_CELL_OFFSET)/SIZE_OF_GRID_CELL;
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const float y_offset = (obj.GetPositionY() - CENTER_GRID_CELL_OFFSET)/SIZE_OF_GRID_CELL;
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const float x_val = floor(x_offset + CENTER_GRID_CELL_ID + 0.5f);
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const float y_val = floor(y_offset + CENTER_GRID_CELL_ID + 0.5f);
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const float x_off = (x_offset - x_val + CENTER_GRID_CELL_ID) * SIZE_OF_GRID_CELL;
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const float y_off = (y_offset - y_val + CENTER_GRID_CELL_ID) * SIZE_OF_GRID_CELL;
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const float tmp_diff = radius - CENTER_GRID_CELL_OFFSET;
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//lets calculate upper/lower/right/left corners for cell search
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int right = CellHelper(tmp_diff + x_off);
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int left = CellHelper(tmp_diff - x_off);
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int upper = CellHelper(tmp_diff + y_off);
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int lower = CellHelper(tmp_diff - y_off);
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return CellArea(right, left, upper, lower);
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}
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template<class LOCK_TYPE, class T, class CONTAINER>
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inline void
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Cell::Visit(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &visitor, Map &m, const WorldObject &obj, float radius) const
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@@ -224,7 +199,6 @@ Cell::Visit(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &vi
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const CellPair &standing_cell = l.i_cellPair;
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if (standing_cell.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || standing_cell.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP)
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return;
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//no jokes here... Actually placing ASSERT() here was good idea, but
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//we had some problems with DynamicObjects, which pass radius = 0.0f (DB issue?)
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//maybe it is better to just return when radius <= 0.0f?
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@@ -236,7 +210,6 @@ Cell::Visit(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &vi
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//lets limit the upper value for search radius
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if(radius > 333.0f)
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radius = 333.0f;
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//lets calculate object coord offsets from cell borders.
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CellArea area = Cell::CalculateCellArea(obj, radius);
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//if radius fits inside standing cell
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@@ -245,10 +218,8 @@ Cell::Visit(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &vi
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m.Visit(l, visitor);
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return;
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}
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CellPair begin_cell = standing_cell;
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CellPair end_cell = standing_cell;
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area.ResizeBorders(begin_cell, end_cell);
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//visit all cells, found in CalculateCellArea()
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//if radius is known to reach cell area more than 4x4 then we should call optimized VisitCircle
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@@ -259,11 +230,9 @@ Cell::Visit(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &vi
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VisitCircle(l, visitor, m, begin_cell, end_cell);
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return;
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}
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//ALWAYS visit standing cell first!!! Since we deal with small radiuses
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//it is very essential to call visitor for standing cell firstly...
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m.Visit(l, visitor);
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// loop the cell range
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for(uint32 x = begin_cell.x_coord; x <= end_cell.x_coord; x++)
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{
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@@ -281,7 +250,6 @@ Cell::Visit(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &vi
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}
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}
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}
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template<class LOCK_TYPE, class T, class CONTAINER>
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inline void
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Cell::VisitCircle(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &visitor, Map &m, const CellPair& begin_cell, const CellPair& end_cell) const
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@@ -291,7 +259,6 @@ Cell::VisitCircle(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINE
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//lets calculate x_start/x_end coords for central strip...
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const uint32 x_start = begin_cell.x_coord + x_shift;
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const uint32 x_end = end_cell.x_coord - x_shift;
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//visit central strip with constant width...
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for(uint32 x = x_start; x <= x_end; ++x)
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{
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@@ -304,12 +271,10 @@ Cell::VisitCircle(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINE
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m.Visit(lock, visitor);
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}
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}
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//if x_shift == 0 then we have too small cell area, which were already
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//visited at previous step, so just return from procedure...
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if(x_shift == 0)
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return;
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uint32 y_start = end_cell.y_coord;
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uint32 y_end = begin_cell.y_coord;
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//now we are visiting borders of an octagon...
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@@ -327,7 +292,6 @@ Cell::VisitCircle(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINE
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r_zone_left.data.Part.nocreate = l->data.Part.nocreate;
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CellLock<LOCK_TYPE> lock_left(r_zone_left, cell_pair_left);
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m.Visit(lock_left, visitor);
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//right trapezoid cell visit
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CellPair cell_pair_right(x_end + step, y);
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Cell r_zone_right(cell_pair_right);
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